Nabasu

Lane Williams's page

Organized Play Member. 8 posts (27 including aliases). 1 review. 1 list. 2 wishlists. 8 Organized Play characters. 2 aliases.


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Tons of fun, and when played with the new occult classes, perhaps even better.


Ran this as GM at Gencon 2015. There were issues with the first pdf I got for it. No map for the Serpentfolk city, no page references for enemies, a few typos and the Sign in and Chronicle sheets were for #7-02, Six Seconds to Midnight. I have a feeling this was a "rush in production" issue. The download for it was fixed by the weekend before Gencon (and all issues mentioned above fixed)...

Overall, a really fun game to run, and it seemed like the people at my table enjoyed playing it. The history of the "Ages" involved are fleshed out just enough. There are plenty of options here, for a hack and slash party or a diplomacy-based party. Especially a diplomacy based party, truth be told.

Only real problem I can find with multi-table games like this is the issue of pacing, which I imagine differ from table to table, and GM to GM. If the temple interior is open, bypass the plaza entirely, or you might not have enough time to enjoy the possibilities with an ancient hero. This is a timed game, so certain role-playing luxuries (scenery chewing) must be foregone.

If the vault opens in the final chapter, forget the rest of the anchors and get right to Arodeth.

Overall, great game, and lot of potential for future games like it involving the Sky Key's chronal powers. I enjoyed it even more than Siege of Serpents.


Jack Brown wrote:

I haven't seen any threads about schedules this year, so figured I would start it off!

My GenCon Schedule!

Thursday, July 30
Slot 1 (0800-1300): #7-03 TBA (5-9)
Slot 2 (1300-1800): #6–21: Tapestry's Toil (5-9)
Slot 3 (1900-2400): Siege of Serpents Special (5-9)
24:00 - ?? Libations at Scotty's

Friday, July 31
Slot 4 (0800-1300): Playing #6–20: Returned to the Sky (at 7-8)
Slot 5 (1300-1800): #7-03 TBA (5-9)
Slot 6 (1900-2400): Harbinger Special (5-9)
24:00 - ?? Late night dining and drinking at Scotty's

Saturday, August 1
Slot 7 (0800-1300): Playing 7-02! (at 6-7)
Slot 8 (1300-1800): #6–21: Tapestry's Toil (5-9)
Slot 9 (1900-2400): True Dragons of Absalom Special
24:00 - ?? Recovering at Scotty's

Sunday, August 2
Slot 10 (0900-1400): Serpents Rise Special (Pregen)

For the two I am playing, we've got a group of 3-4 already meeting up to play, but we could use a couple of good players. I'd prefer to have the tables set up ahead of time, if at all possible, to avoid the craziness! If you'd be interested, please let me know via PM ASAP.

So, what's your schedule?

Oof, gonna be hectic but fun.

Thursday, July 30
Slot 1 (0800-1300): We Be Goblins Too
Slot 2 (1300-1800):
Slot 3 (1900-2400): Siege of Serpents Special (1-5)
Friday, July 31
Slot 4 (0800-1300):
Slot 5 (1300-1800):
Slot 6 (1900-2400): Harbinger Special (1-5)
Saturday, August 1
Slot 7 (0800-1300): #6-11 The Slave Master's Mirror (3-7)
Slot 8 (1300-1800): #6-11 The Slave Master's Mirror (3-7)
Slot 9 (1900-2400):
Sunday, August 2
Slot 10 (0900-1400): #6–20: Returned to the Sky (7-11)


Tiefling Sniper (Slayer Archetype) with a level of wizard (transmuter) or sorcerer, either abyssal or infernal. In 8 levels, you have a really nasty Arcane Archer that may not ever be seen by its foe. It's a called shot creature too (sniper archetype evens some of that out, but I wonder if the +10 ft applies to the called shot rules regarding ranged within 30 ft). So, question is ...Feats? The obvious trees are obvious, but what's a PF one I may have missed? Slayer talents? Anything stand out for people? Thanks.


drasticmonkey wrote:
Whale_Cancer wrote:
Banecrow wrote:
Constructed (EX) For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison and stun effects, are not subject to fatigue or exhaustion

...BARBARIAN ANDROID OF DEATH... wait...

Banecrow wrote:


, and are immune to disease and sleep effects. Androids can never gain moral bonuses, and are immune to fear effects and all emotion-based effects.
Well that is reasonable... and quite useful for a "SpaceFinder" campaign I am working on. Neat.

Yeah, I've been playing a Distant Worlds campaign and these are just what the Dr. Who rip-off I've got as a benefactor for my PCs ordered.

Everyone covered the Race Creation Guide was where the RP cost comes from, right? Good.

Now consider this: a TRUE NEUTRAL Android Necromancer with a Paracletus Aeon familiar. BAM.

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/android

also, this is where you can get the skinny on androids.

http://www.d20pfsrd.com/gamemastering/arg-creating-new-races
aaaand this should explain some issues surrounding RP


Whale_Cancer wrote:
Banecrow wrote:
Constructed (EX) For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison and stun effects, are not subject to fatigue or exhaustion

...BARBARIAN ANDROID OF DEATH... wait...

Banecrow wrote:


, and are immune to disease and sleep effects. Androids can never gain moral bonuses, and are immune to fear effects and all emotion-based effects.
Well that is reasonable... and quite useful for a "SpaceFinder" campaign I am working on. Neat.

Yeah, I've been playing a Distant Worlds campaign and these are just what the Dr. Who rip-off I've got as a benefactor for my PCs ordered.

Everyone covered the Race Creation Guide was where the RP cost comes from, right? Good.

Now consider this: a TRUE NEUTRAL Android Necromancer with a Paracletus Aeon familiar. BAM.


I started a Distant Worlds Campaign about ten weeks ago with a collection of a punk, a rock star, a standard gamer, one guy's girlfriend, a bartender, a park ranger, and a college student.

Given the nature of my gamers, I formatted this campaign so that even flakes could have a fine place in participating, and a wide array of characters could be explored.

I took a page from a previous campaign and started the beginning players in a prison on the moon of Gollarion (which I call Oerth), the recently privatized prison once known as the City of the Faceless.

The Big Bads of this campaign, The Thirteen, use perverse combination of arcane magic, divine magic, and technology to clear the planet Oerth of all sentient life-forms affected by sleep.

Whenever any creature affected by this "curse" sleep, they spread the curse via dreams to nearby people, barring magical protections and wards (protection from evil works on suppressing the effect, but Remove Curse cannot actually remove it. .

Bottom line, whenever a character's player can't make it, they "phase" out of the scene and to another planet. Whenever the line of inquiry on one planet seems in danger of growing stale, the whole party shifts to another planet, together. In this manner the campaign setting unfolds in interesting ways.

This opens up all manner of opportunity, story-wise, but it also requires designing, nearly but thankfully not completely from scratch, a whole solar system worth of planets, and a sun.

Once the players got hold of the Advanced Race Creation books, they began creating their own races to inhabit it. I ran up some of the "prefab" races James L Sutter provided, and tweaked them to what I believe would be interesting near and farther down the line.

I will post updates on this campaign as it keeps developing, and notes on what has been done so far.


I have been running a Distant Worlds campaign for the past ten weeks or so.

It's a fun setting. Very open ended. Lots of fun potential.